Playtest Rules Space Stations

I think we have all agreed that there is scope for Massive abuse of the present Space Station rules - there have abeen some good suggestions - waht do the powers that be think about the subject? :?:
 
Break down the hard points by type

Offesnive
Defensive
Misc

And break down the number of hard points each station gets

Battle Station Battle
Hull: 4
Damage: 150/75/35
Troops: 30
Hardpoints: 6 Offensive, 5 Defensive, 5 Misc
Special Rules: Anti-Fighter 5, Immobile, Interceptors 8, Space Station

Armour Module - Defensive
Command Module - Misc
Habitation Module - Misc
MedBay Module - Misc
Military Academy Module - Misc
Point Defence Module - Defensive
Security Module - Misc
Spacedock Module - Misc
Traffic Protection Module - Defensive
War Room Module - Misc

Earth/Psi-corp
Advanced Hangar Module - Misc
Hangar Module - Misc
Heavy Laser Module - Offensive
Heavy Pulse Cannon Module - Offensive
Interceptor Module - Defensive
Missile Rack Module - Offensive
Pulse Cannon Module - Offensive

Ta da! fixed (maybe?)

Different varieties, instead of just one, of stations can be made, then!

An offensive station might have more offensive hardpoints than a multi-role station, but less hardpoints overall, like 8/2/2 (instead of 6/5/5) at Battle level. Advantage: more weapons! Disadvantage: less flexability and more limited.

Also, I think that the anti-fighter and interceptor traits should be removed from the core. Since when does everyone get interceptors?? Just make race specific defensive modules.
 
I'm half a country away from my rule books atm, but why are we getting hung up on dictionary definitions of Immobile? A space station just happens to have a trait named "Immobile", which is not to say that they actually are. Does the Immobile trait specifically say that space stations never move ever, even if a rule overrides the Immobile trait?
 
P13 of the rule book

Immobile: Usually placed in stationary orbit, a ship with this trait is never moved.

so i'd say yes if you are "immoblie" you cant be moved

Also stated on page 35 once a station is in placed cant be turned or moved once in place!
 
I'd be tempted to have several starting stations -

Young Races - as is (Earth, Centauri, League, Raiders)
Eldar Races - new version for Minbari and Drakh
Ancients - new version for Shadows and Vorlons

I quite like the Offensive etc modules but need to see the breakdowns to see if you can still have the equivalent of a fleets firepower turreted and at longer range...................?
 
Grunvald said:
P13 of the rule book

Immobile: Usually placed in stationary orbit, a ship with this trait is never moved.

so i'd say yes if you are "immoblie" you cant be moved

Also stated on page 35 once a station is in placed cant be turned or moved once in place!

Well since they are introducing new space station rules this is an easy fix.

Usually placed in stationary orbit, a ship with this trait does not move under normal circumstances.

Besides isnt the original wording incorrect anyway...how do you orbit but never move?
 
Grunvald said:
P13 of the rule book

Immobile: Usually placed in stationary orbit, a ship with this trait is never moved.

so i'd say yes if you are "immoblie" you cant be moved

Also stated on page 35 once a station is in placed cant be turned or moved once in place!

be nice to have it clarified I agree but its not the biggest concern by a long way with the present rules.
 
stationary orbit means not move. stays at the same place whilst the planet rotates beneath it.

i do like the idea of making the modules offensive/defensive/misc etc. that may help to balance things as the small stations can be bad but imagine a minbari war one with stealth 5, 4 advanced nuetron lasers and the standard 10 interceptors a star fortress comes with.
 
too true - they are presently way too powerful as the problems of being imobile are offset by the turret and sheer range...........hopefully they will be changed or I guess a month after they come out it will all be banned ! :wink:
 
Ok now that i,ve stopped laughing at how stubborn and argumentative Grunvald can be i just want to point out that acta is a space game, so realisticaly it is impossible for anything in space to immobile. What with frictionless zero gravity. If a stations station keeping thrusters went of line the effect of any gravity well nearby or even the impact of even tiny spceborne particles would make the station move. (that'll get him foaming at the mouth :lol: )

Seriously though i agree with l33tpenguin's idea.

By the way Darren (Grunvald) you do know don't you that the guy you've been argueing with (Cuthalion) is Mr Mellors don't you :lol: :lol: :roll: .
 
By the way Darren (Grunvald) you do know don't you that the guy you've been argueing with (Cuthalion) is Mr Mellors don't you :lol: :lol: :roll: .[/quote]

well he's argueing with everybody else so why should i be different? :lol: :P :lol:
 
Funbeast said:
Ok now that i,ve stopped laughing at how stubborn and argumentative Grunvald can be.

Look who's talking about being stubborn and argumentative..

How long did it take for us to get you to realise how shields worked properly???

And how much did you not want to hear it?

But back on topic

How about this:

Patrol : 1/2
Skirmish :2/2
Raid : 3/3
Battle : 5/4
War : 7/5

1st number being offensive weaponry, 2nd being defensive weaponry

Misc Modules i can not see a major point in limiting them unless someone can point something out i've missed as being way too powerful on its own but even then just limiting certain modules to 1 or two would solve that problem!
 
If you class hangars as misc, you can get 3 wings of fighters for a patrol point. Granted it will take a little time for them to deploy (or 2 wings if we limit misc modules).
 
Personally i was classing hangers as defensive, anything that would help to defend the station from enemy attack eg interceptors, anti fighter and fighters!
 
The Offensive/Defensive looks like a good way to limit the Massive Gun, Tiny Base thing that is possible. However, there definitely need to be some smaller weapon mounts (e.g 1/2 AD, Normal Range = 1/2 listed HPs) to allow some races to utilise the smaller cores.

I've been playing with some of the weapon load outs for a variety of races and found some potential problems, mainly in the bang for buck scheme of things.

Shadow Molecular Slicer Beam (4 HP) shares the same traits and AD as the Minbari/ISA Improved Neutron Laser, but loses 18" of Range. I'd suggest upping it to Quad Damage and/or altering the AD.

Narn Heavy Laser Cannon (3HP), shares the same traits and AD as the EA Heavy Laser, but loses 9" of Range. I'd suggest increasing the range or AD.

Drakh Neutron Cannon (3HP), shares the same traits as the Minbari/ISA Neutron Laser, but loses 6" Range and 1 AD. I'd increase the AD.

Compare Dilgar Imperium Heavy Bolters (access to MoD) with the pak'ma'ra Heavy Plasma Cannon (less range, less AD same traits and HP cost)

Compare Narn Light Ion Cannons and Abbai Quad Particle Array, Same cost and traits, Abbai get less AD.
 
true on alot of points but you have to remember the other racial modules allowed on these vessels.
for the most parts weapons are based off the same weapon in the fleet with a generally 25-50% increase in range.
 
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